fred41 42 Posted April 26, 2013 (edited) @Fredyou need RAMMAP.exe from www.sysinternals.com Ok, thanks. Will try this. ... hmm, checked it, seems not really a solution for save the contents of memory, but more to show how the memory is used in quantities ... ? Edited April 26, 2013 by Fred41 Share this post Link to post Share on other sites
Vincent Edwards 10 Posted April 26, 2013 (edited) Does anyone know if re-opening a server (running stable 0.54) to the publicity is kinda safe, now? Or is the hack still spreading? Edited April 27, 2013 by Vincent_Edwards Share this post Link to post Share on other sites
DnA 5143 Posted April 26, 2013 Default branch (0.54) servers do not yet benefit from these changes I'm afraid. Share this post Link to post Share on other sites
Richie 330 Posted April 26, 2013 Does anyone know if re-opening a server (running stable 0.54) to the publicity is kinda safe, now? Or is the hack still spreading? Only the Dev build has been fixed, stable version is down to be patched next week :) Run the stable version if you want, make sure all players who join have just restarted the game before they join or change to the Dev build for a week. Share this post Link to post Share on other sites
Vincent Edwards 10 Posted April 26, 2013 (edited) Thx for the fast replies. So I will keep it passworded until the stable is patched. We're running co8 [MG] Search & Destroy, a customized derivative of [AW] Invade & Annex by Rarek. Feel free to ask for the pw by sending me a PM. Be advised, we're a small 8-players server, but like do teamplay. (Hope this small advertisement is tolerated.) Edited April 27, 2013 by Vincent_Edwards Share this post Link to post Share on other sites
BonoBGood 10 Posted April 26, 2013 Thanks BIS! This week offered a perfect reason to poke around the user-created SP missions, but I'm excited to get back into the MP environment soon. Share this post Link to post Share on other sites
chortles 263 Posted April 26, 2013 Does anyone know if re-opening a server (running stable 0.54) to the publicity is kinda safe, now? Or is the hack still spreading?Not yet, and in addition to DnA and Richie's basically saying just that, the dev build's been reported to have noticeable performance issues (FPS drop) at in-game nighttime, so until they work those out don't expect a stable build (default branch) patch. Share this post Link to post Share on other sites
Karim 10 Posted April 26, 2013 is there an update called 0.55 104588 like post #474 claims ? Have there been a solution to the hack issue yet? If so why have not my Steam updated Arma3 since its on "always look for updates" Anyone? Share this post Link to post Share on other sites
Alo Keen 7 Posted April 26, 2013 Do you know the difference between the DEV and default builds? Share this post Link to post Share on other sites
becario 1 Posted April 26, 2013 is there an update called 0.55 104588 like post #474 claims ? Have there been a solution to the hack issue yet?If so why have not my Steam updated Arma3 since its on "always look for updates" Anyone? That's the dev branch release. you can get it by right clicking in your Arma III game in your Steam library, going to properties, and to the last tab(beta or something like that), and change to the dev build. Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 26, 2013 is there an update called 0.55 104588 like post #474 claims ? Have there been a solution to the hack issue yet?If so why have not my Steam updated Arma3 since its on "always look for updates" Anyone? Steam updated my version this morning to 104588 , so you should get it as long as you are running DEV Share this post Link to post Share on other sites
purepassion 22 Posted April 26, 2013 Do you know the difference between the DEV and default builds? The devbuild is basically what we already knew as "beta patches". These can be unstable and test certain new features. As soon as they have been checked for stability and functionality, they get compiled into the "stable" branch. Share this post Link to post Share on other sites
eddieck 10 Posted April 26, 2013 The most well-known vulnerable script commands were removed entirely from the game. This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes :mad:). We don't use them ourselves. Thank you! If the same could happen with some of the other BE-filtered commands (client-side), that would be awesome. But this is a pretty promising start. :D Share this post Link to post Share on other sites
Alo Keen 7 Posted April 26, 2013 The devbuild is basically what we already knew as "beta patches". These can be unstable and test certain new features. As soon as they have been checked for stability and functionality, they get compiled into the "stable" branch. Thank you very much :D :D My question was aimed at Karim, since he "didn't get the update". My guess is he was running the main branch... you get the picture :D Share this post Link to post Share on other sites
Karim 10 Posted April 26, 2013 Ah ok thanks guys, yes I am running the main branch so thats why. Share this post Link to post Share on other sites
Zatan13th 10 Posted April 26, 2013 BIS should make every scripting commands can be disabled via description.ext file. like: class Header { gameType = "COOP"; minPlayers = 1; maxPlayers = 30; disableClientCommands = {"setGroupId","createDiaryRecord","execVM","setMarkerAlphaLocal","addEventHandler"}; }; Share this post Link to post Share on other sites
BlenderRUS 6 Posted April 26, 2013 And... what about enable setVehicleInit (and etc...) just serverside?? It is really necessary for a many missions/addons which creates vehicles with custom textures and many other attributes! Share this post Link to post Share on other sites
eddieck 10 Posted April 26, 2013 And... what about enable setVehicleInit (and etc...) just serverside??It is really necessary for a many missions/addons which creates vehicles with custom textures and many other attributes! Use PV for this. It's more efficient than SVI anyway. Share this post Link to post Share on other sites
Twix 1 Posted April 26, 2013 Good news. That's gonna cause some issues in MPMissions but things like this had to go. Not sure how I'm gonna make my dynamic base guards that are supposed to be allowdamage = false. Maybe I'll have to put them in editor directly somehow, then find a way to clone them with all their properties and move them...or something :) Or how to make the base buildings immune to damage to keep it clean since we can't access them in the editor directly. Share this post Link to post Share on other sites
Radioman 6 Posted April 26, 2013 Well, now that we can't blank the offending functions (BIS_fnc_MP etc), I hope the virus guy doesn't find a way to work around the compileFinal and still execute code over the network using those functions. ---------- Post added at 05:20 ---------- Previous post was at 05:08 ---------- Good news. That's gonna cause some issues in MPMissions but things like this had to go.Not sure how I'm gonna make my dynamic base guards that are supposed to be allowdamage = false. Maybe I'll have to put them in editor directly somehow, then find a way to clone them with all their properties and move them...or something :) Or how to make the base buildings immune to damage to keep it clean since we can't access them in the editor directly. Use BIS_fnc_MP to do this kind of stuff. _netID = netID _baseGuard; _sCommand = format ["{(objectFromNetID '%1') allowDamage false;}", _netID]; [_sCommand,"BIS_fnc_spawn",true,true] spawn BIS_fnc_MP; Share this post Link to post Share on other sites
holo89 10 Posted April 26, 2013 @Twix to protect buildings I saw something in a init.sqf (ran by everyone, player and server) that uses a foreach loop on nearestobjects of a certain types (don't remember) and did a _x allowdamage false there is also something in the wiki called nearestbuildings. it's probably a subset of this one with "house" type assumed. Share this post Link to post Share on other sites
Radioman 6 Posted April 26, 2013 (edited) @Twixto protect buildings I saw something in a init.sqf (ran by everyone, player and server) that uses a foreach loop on nearestobjects of a certain types (don't remember) and did a _x allowdamage false there is also something in the wiki called nearestbuildings. it's probably a subset of this one with "house" type assumed. For his problem, I'd stick to my solution. What you've posted is non-dynamic and is typically used for setting all world objects as god mode, which is only good for a life mission or something. EDIT: this discussion should be moved to it's own thread. EDIT: There's a thread for the discussion of setVehicleInit supplements here: http://forums.bistudio.com/showthread.php?153945-Help-on-script-after-removal-of-processInitCommands&p=2383017#post2383017 Edited April 27, 2013 by Radioman Share this post Link to post Share on other sites
holo89 10 Posted April 26, 2013 @radioman you're right! wrong thread. why not making one for those who need help with recent changes. i guess we'll have to get use to this BIS_fnc_MP now and familiarize with it. (I was answering to his last question only, the building he can't access in the editor, those in the map by default I assume) Share this post Link to post Share on other sites
mahuja 12 Posted April 27, 2013 Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes ). We don't use them ourselves. We were intending to use SVI to make bstats a server addon. There's basically three ways to do a system like that, which requires eventhandlers on the box where each unit is local. A) Putting the scripts in the mission files B) Everyone has an addon C) A server addon pushing the scripts to the clients. The latter is clearly the one with the least logistical problems, and what we were aiming for next. Technically a hybrid is possible, where the mission will call a function exported by the server, but we were aiming to stop requiring mission customization entirely. One possible solution is to enable such a function for the server only - given that the server is basically "trusted" anyway. Share this post Link to post Share on other sites
Radioman 6 Posted April 27, 2013 For discussion on how to replace the use of SetVehicleInit etc. Please refer to this thread: http://forums.bistudio.com/showthread.php?153945-Help-on-script-after-removal-of-processInitCommands&p=2383017#post2383017 Share this post Link to post Share on other sites